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copygirl

Very Important Vintarian
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Posts posted by copygirl

  1. 40 minutes ago, betterdayz said:

    Thanks for this mod. I just wanted to report a weird bug I've encountered. 

    I die instantly when receiving damage. Creatures for example make multiple damage (6 times although the just deal one hit). It's shown in the damage log.

    Or when I'm starving my health drops within seconds to zero. I'm not sure if this behavior is affected by other mods that I use but this one seems to be the trouble maker.

    Do not use CarryCapacity in modern versions of Vintage Story. Check out CarryOn instead, which is a continuation of this mod. I will update the main post.

    Just a wild guess but I'm guessing this is somehow similar to the bug involving items not being properly collected in a grave by another mod. An error occurs due to CarryCapacity not being compatible with newer versions of the game, such as "field XYZ does not exist", however instead of crashing it just prevents any subsequent code from running. Perhaps some code damages the player, fires a "taking damage" event which runs CarryCapacity's code responsible for dropping held containers, and only then sets the invulnerability timer. If the error occurs before the invulnerability timer is applied, you can immediately start taking damage again on the next game tick.

  2. @camaron bravo Last time I looked into updating MumbleLink, certain properties in the API that it relied on were moved where I could not find them, or removed outright - as far as I could see. Therefore it was not possible for me to update it, without relying on some black magic shenanigans (reflection) to find the internal values I'm looking for, which I wanted to avoid. (See also this issue.)

    As I've abandoned Vintage Story modding, someone else will have to take over the mod if they want to see it continued.

  3. 6 hours ago, CoB said:

    Seems there is a conflict with "Player Corpse". Player Corpse seems not to work properly any more with this mod installed. Will also tell the mod author.

    From what I've seen, CarryCapacity causes a non-fatal error on a player's death, due to changes to the game and the mod not being updated. It doesn't crash the game entirely, but anything trying to run after this error is simply skipped, presumably Player Corpse's code is affected. If the author can get their code to run before mine, the issue could perhaps be mitigated.

    However, I do not recommend using my mod any longer, it hasn't been updated to the latest version, just happens to somewhat work, still. It is not supported or maintainted in any way. If there's anyone out there who would like to continue it: The mod is open source, so you wouldn't need my permission, but know that I'm completely fine with it. All I ask is perhaps change the name so it doesn't conflict or confuse.

    Thank you for all the good times! 💚

  4. 8 minutes ago, ruggbean said:

    So I've noticed that if you have a chest on your back and the mod is uninstalled, the chest seems to go into limbo, where it's stuck on your back, invisible, and you can't access it. Is there a way to access the chest, at least for the purpose of getting it off your back?

    Carried objects are stored as an attribute on the player, so they should still be there, just inaccessible.
    If you re-add the mod, your carried chest should just reappear. I can't think of another way.

    • Thanks 1
  5. 29 minutes ago, Rhyagelle said:

    Okay, so I tried enabling mods 1 by 1 and it works until I drag the "Defensive Structures" mod over, but here's the weird part...it only stops working with that mod in MP. On SP, the combo of carry capacity and defensive structures work. lol a solution is a solution though and I cannot live without this mod, so thanks so much copygirl! :)

    I looked at the source code it links to and nothing stands out to me, so I'm a little lost. Glad it's working for you though.

  6. 58 minutes ago, Rhyagelle said:

    Sure! I can't make heads or tails of any of it, but hopefully it's just a conflict with another mod and I can resolve it by uninstalling something else. lol

    I don't see anything on top of my head either, unless CarryCapacity's patches are part of the ones that could not be applied.
    If you are playing on a server, then perhaps the server-main.txt log could offer more information - I should've asked for that right away.
    (Honestly I'm never sure which log files to ask for, haha.)

    What does feel odd to me is you using the 1.16.5 release candidate (-rc.1) rather than just the actual 1.16.5 release, which is more recent.
    Maybe see if updating resolves the issue?

  7. 19 hours ago, Viridilucens said:

    Are there any plans to eventually add the ability to pick up and move the newly-added trunks? I could understand them being too large to move, though the fact that they are so large and store so much makes them a great headache to rearrange without the ability to pick them up and place them elsewhere.

    I was initially thinking it might be too large to realistically move, but why shouldn't you be able to? Just add a good movement penalty.

    Unfortunately, due to them technically being a multiblock I'm not sure if the current method of picking up the block would work. It might require a solution specific to each different type of multiblock, which would be a lot more work than I'm willing to put into. I'm gonna say yes, but no, but also I'm probably going to revisit this with the rewrite that'll hopefully make it into the Vanilla game. Ideally using APIs that will make the carrying feature much more stable and versatile.

    • Like 3
  8. With a major issue being found in the mod that causes items to disappear – giving Tyron lots of headaches trying to find the issue in the base game – I figured I'd actually go ahead and fix that, as well as some of the other long-standing issues. Such as the issue where if you pick up or put down blocks in protected areas messing up the "locked slots" in your hotbar.

    Because I'm not entirely sure of the success or stability of these fixes (I have not tested this on multiplayer servers for example!), I'm not yet releasing this as stable. You can download the v0.6.5 release candidate for testing on GitHub Releases. Please let me know if it's working fine or if there's any issues. Thank you very much! 💚

  9. @CoBSo the way it works right now, the reason the mod isn't auto-downloaded is because it is a client-side mod, not because it's a .cs mod. I guess the server simply skips loading client-side mods and thus there are not considered to be announced to the client, for it to auto-download. I did ask for there to be a way to do this, since there are very good reasons to want this as a feature.

  10. 1 hour ago, CoB said:

    Could you pack this mod into a zip, because the cs file alone won't get downloaded from the auto-downloader. I know its client-side, but i still like to include it as a standard mod for our server.

    That sounds like something the base game should support. I don't want to miss out on having a functional and useful "example" mod that makes use of the fact that mods can be distributed this way. I will poke Tyron about it.

    • Like 1
  11. 5 hours ago, Kreezxil said:

    I have tried both the AUR and the Flatpak versions of VS with this version of Linux with this version of Mono. The client works. The client will connect to a server running on Windows host, too. So vanilla to vanilla works too. I've noticed that some mods work on both sides for Linux and others do not. Regarding mods that throw exceptions with Linux, it would be great if VS would tell us which mod threw the exception. A welcomed feature for Windows, too.

    If it's an exception in mod code, the stack trace will mention the mod's namespace, class and method. If a mod does something that causes Vanilla itself to crash, it can happen that you don't find the culprit that way. I have not heard of any mods that only work on one platform. (Perhaps with one exception.) Do let me know if there is any! (via PM if you'd like since this topic is not for that)

  12. 8 minutes ago, DasPrinzip said:

    We found bugs with the new mod version in 1.16.0 (v0.6.4) :

    1) if u pick up a doublechest (the new one in 1.16.x), u get a duped one in your hands
    2) only at the left side at the double chest u can place a shield on it

    You can pick up trunks? How?! Don't tell me trunks share a block type with chests...

  13. I've updated the mod for the upcoming 1.16.0 release.

    Sorry about that lack of bugfixes. I'm aware of the issues, but have not been able to fix them. I'd rather divert any energy I have towards a rewrite to fit my vision for the mod and support more than just picking up blocks. The original vision for the mod was to be able to pick up entities (such as chickens, or baby animals) as well, or carry animal corpses on your shoulder - something that was somewhat possible together with Immersion / The Neolithic Mod in the past.

    Heck, I've been wanting to work together with Tyron and the rest of the team to get it implemented into the main game, though the scope I was going for was probably going to be digging too deep into the game code to implement. I've since pulled back a little, and think I might be able to implement some features without messing with the game code much at all. Unfortunately, my motivation is a fickle beast, and what energy I do have I'm currently putting towards other projects such as streaming, Minecraft mods and servers (still in that good ol' love-hate relationship with that game), and my own game engine.

    • Like 1
    • Cookie time 2
    • Thanks 1
  14. On 9/29/2021 at 6:27 PM, Anthony Ortiz said:

    There should be a way for you to peek at these hidden properties via reflection, no?

    I don't like using reflection when it's not absolutely necessary. I'd rather bother Tyron about it. (I haven't, yet.)

  15. 30 minutes ago, PilotDoug said:

    Copy - I am running VS 1.15 pre12 and had a strange result when wanting to replace a "tilled" low fert soil with a medium fert soil. When I dug up the low fert block, the block appeared the have just become invisible as the water next to the space did not flow into the new void. When I placed the new soil block the 'old' low fert tilled block reappeared. Do you think an update to FarmlandDropsSoil is needed for V1.15?

    Thanks for a useful applet.

    That sounds like the issue Craluminum2413 found on GitHub. Have you updated to version 1.4.0 already? I tested the mod in 1.15.0-rc.1 and it appears to work for me. If you're already using the latest version of the mod or it still has that issue regardless, can you send me your server-main.txt log file? It means the behavior I add caused an error which the server caught, and likely wrote it to the log, but did not crash due to it.

  16. @Lid Okay I've looked into the game code and the only thing I keep seeing is this "gamemodeauto" thing, which appears to be a tool or library. I've used gamemode before myself, though not anymore. I don't quite understand how it sneaks itself into the mod compilation process for Vintage Story source mods. Is it possible for you to uninstall that library / package and retry? (Alternatively, disable it somehow for this game, if that's at all possible - I can't find much on it at the moment.) Also, are you doing anything special to run the game, or do you just start it using Mono? (edit: If you use Lutris, try turning off gamemode for this game; I think that's in the System Options.)

    • Thanks 1
  17. 14 minutes ago, Lid said:

    I downloaded the only file available from the File tab, and i also tried the one from the Source tab with no luck. Are there other files i could try?

    You can also download from the first post in this thread. What are the contents of the file? While I don't think that's it - are you running any other mods? Could see if disabling them changes anything.

  18. 12 hours ago, Lid said:

    This mod isn't working for me. It doesn't even show on the mod menu, though the .cs file is in the folder. I'm on linux, VS 1.14.10. Thanks for your help!

    That's a strange error. I've never had this when I was playing on 1.14, and the mod also continues working on 1.15. Best advice I can give right now is making sure that the file you downloaded is the correct one.

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